gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
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393cc3ef2f
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@ -35,21 +35,16 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
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local_state.draw.draw_framebuffer = framebuffer.handle;
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local_state.ApplyFramebufferState();
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if (key.is_single_buffer) {
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if (key.color_attachments[0] != GL_NONE && key.colors[0]) {
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key.colors[0]->Attach(key.color_attachments[0], GL_DRAW_FRAMEBUFFER);
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glDrawBuffer(key.color_attachments[0]);
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} else {
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glDrawBuffer(GL_NONE);
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}
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (key.colors[index]) {
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key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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GL_DRAW_FRAMEBUFFER);
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}
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}
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if (key.colors_count) {
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glDrawBuffers(key.colors_count, key.color_attachments.data());
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} else {
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glDrawBuffer(GL_NONE);
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}
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if (key.zeta) {
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@ -67,9 +62,9 @@ std::size_t FramebufferCacheKey::Hash() const {
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}
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
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return std::tie(is_single_buffer, stencil_enable, colors_count, color_attachments, colors,
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zeta) == std::tie(rhs.is_single_buffer, rhs.stencil_enable, rhs.colors_count,
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rhs.color_attachments, rhs.colors, rhs.zeta);
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return std::tie(stencil_enable, colors_count, color_attachments, colors, zeta) ==
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std::tie(rhs.stencil_enable, rhs.colors_count, rhs.color_attachments, rhs.colors,
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rhs.zeta);
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}
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} // namespace OpenGL
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@ -19,7 +19,6 @@
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namespace OpenGL {
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struct alignas(sizeof(u64)) FramebufferCacheKey {
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bool is_single_buffer = false;
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bool stencil_enable = false;
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u16 colors_count = 0;
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@ -445,65 +445,26 @@ void RasterizerOpenGL::LoadDiskResources(const std::atomic_bool& stop_loading,
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shader_cache.LoadDiskCache(stop_loading, callback);
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}
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std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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OpenGLState& current_state, bool using_color_fb, bool using_depth_fb, bool preserve_contents,
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std::optional<std::size_t> single_color_target) {
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void RasterizerOpenGL::ConfigureFramebuffers() {
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const FramebufferConfigState fb_config_state{using_color_fb, using_depth_fb, preserve_contents,
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single_color_target};
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if (fb_config_state == current_framebuffer_config_state && !gpu.dirty.render_settings) {
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// Only skip if the previous ConfigureFramebuffers call was from the same kind (multiple or
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// single color targets). This is done because the guest registers may not change but the
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// host framebuffer may contain different attachments
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return current_depth_stencil_usage;
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if (!gpu.dirty.render_settings) {
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return;
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}
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gpu.dirty.render_settings = false;
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current_framebuffer_config_state = fb_config_state;
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texture_cache.GuardRenderTargets(true);
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View depth_surface{};
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if (using_depth_fb) {
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depth_surface = texture_cache.GetDepthBufferSurface(preserve_contents);
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} else {
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texture_cache.SetEmptyDepthBuffer();
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}
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View depth_surface = texture_cache.GetDepthBufferSurface(true);
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const auto& regs = gpu.regs;
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state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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// Bind the framebuffer surfaces
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current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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FramebufferCacheKey fbkey;
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if (using_color_fb) {
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if (single_color_target) {
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// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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View color_surface{
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texture_cache.GetColorBufferSurface(*single_color_target, preserve_contents)};
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if (color_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even if
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// the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(*single_color_target);
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}
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fbkey.is_single_buffer = true;
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fbkey.color_attachments[0] =
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target);
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fbkey.colors[0] = color_surface;
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (index != *single_color_target) {
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texture_cache.SetEmptyColorBuffer(index);
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}
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}
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} else {
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// Multiple color attachments are enabled
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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View color_surface{texture_cache.GetColorBufferSurface(index, preserve_contents)};
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View color_surface{texture_cache.GetColorBufferSurface(index, true)};
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if (color_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even
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@ -511,33 +472,24 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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texture_cache.MarkColorBufferInUse(index);
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}
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fbkey.color_attachments[index] =
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GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] = color_surface;
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fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] = std::move(color_surface);
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}
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fbkey.is_single_buffer = false;
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fbkey.colors_count = regs.rt_control.count;
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}
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} else {
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// No color attachments are enabled - leave them as zero
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fbkey.is_single_buffer = true;
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}
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if (depth_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even if
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// the shader doesn't actually write to it.
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texture_cache.MarkDepthBufferInUse();
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fbkey.zeta = depth_surface;
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fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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fbkey.zeta = std::move(depth_surface);
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}
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texture_cache.GuardRenderTargets(false);
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
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SyncViewport(current_state);
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return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
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SyncViewport(state);
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}
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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@ -757,7 +709,7 @@ void RasterizerOpenGL::DrawArrays() {
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SetupShaders(params.primitive_mode);
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texture_cache.GuardSamplers(false);
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ConfigureFramebuffers(state);
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ConfigureFramebuffers();
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// Signal the buffer cache that we are not going to upload more things.
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const bool invalidate = buffer_cache.Unmap();
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@ -77,39 +77,8 @@ public:
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const VideoCore::DiskResourceLoadCallback& callback) override;
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private:
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struct FramebufferConfigState {
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bool using_color_fb{};
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bool using_depth_fb{};
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bool preserve_contents{};
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std::optional<std::size_t> single_color_target;
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bool operator==(const FramebufferConfigState& rhs) const {
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return std::tie(using_color_fb, using_depth_fb, preserve_contents,
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single_color_target) == std::tie(rhs.using_color_fb, rhs.using_depth_fb,
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rhs.preserve_contents,
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rhs.single_color_target);
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}
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bool operator!=(const FramebufferConfigState& rhs) const {
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return !operator==(rhs);
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}
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};
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/**
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* Configures the color and depth framebuffer states.
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*
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* @param current_state The current OpenGL state.
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* @param using_color_fb If true, configure color framebuffers.
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* @param using_depth_fb If true, configure the depth/stencil framebuffer.
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* @param preserve_contents If true, tries to preserve data from a previously used
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* framebuffer.
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* @param single_color_target Specifies if a single color buffer target should be used.
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*
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* @returns If depth (first) or stencil (second) are being stored in the bound zeta texture
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* (requires using_depth_fb to be true)
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*/
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std::pair<bool, bool> ConfigureFramebuffers(
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OpenGLState& current_state, bool using_color_fb = true, bool using_depth_fb = true,
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bool preserve_contents = true, std::optional<std::size_t> single_color_target = {});
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/// Configures the color and depth framebuffer states.
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void ConfigureFramebuffers();
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void ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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bool using_depth_fb, bool using_stencil_fb);
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@ -228,9 +197,6 @@ private:
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OGLVertexArray>
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vertex_array_cache;
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FramebufferConfigState current_framebuffer_config_state;
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std::pair<bool, bool> current_depth_stencil_usage{};
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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OGLBufferCache buffer_cache;
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